backend-infra-engineer: Post v0.3.9-hotfix7 snapshot (build cleanup)
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@@ -5,8 +5,13 @@
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#include <string>
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#include "app/editor/dungeon/dungeon_editor_v2.h"
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#include "app/rom.h"
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#include "rom/rom.h"
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#include "rom/snes.h"
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#include "gtest/gtest.h"
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#include "imgui.h"
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#include "zelda3/game_data.h"
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#include "zelda3/dungeon/dungeon_rom_addresses.h"
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#include "framework/headless_editor_test.h"
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namespace yaze {
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namespace test {
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@@ -16,30 +21,72 @@ namespace test {
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*
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* Tests the simplified component delegation architecture
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*/
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class DungeonEditorV2IntegrationTest : public ::testing::Test {
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class DungeonEditorV2IntegrationTest : public HeadlessEditorTest {
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protected:
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void SetUp() override {
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// Use the real ROM (try multiple locations)
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rom_ = std::make_unique<Rom>();
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auto status = rom_->LoadFromFile("assets/zelda3.sfc");
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if (!status.ok()) {
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status = rom_->LoadFromFile("build/bin/zelda3.sfc");
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}
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if (!status.ok()) {
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status = rom_->LoadFromFile("zelda3.sfc");
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}
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ASSERT_TRUE(status.ok()) << "Could not load zelda3.sfc from any location";
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HeadlessEditorTest::SetUp();
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// Create V2 editor with ROM
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// Use the real ROM (try multiple locations)
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// We use the base class helper but need to handle the path logic
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// TODO: Make LoadRom return status or boolean to allow fallbacks
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// For now, we'll just try to load directly
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// Try loading from standard locations
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const char* paths[] = {"assets/zelda3.sfc", "build/bin/zelda3.sfc", "zelda3.sfc"};
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bool loaded = false;
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for (const char* path : paths) {
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rom_ = std::make_unique<Rom>();
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if (rom_->LoadFromFile(path).ok()) {
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loaded = true;
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break;
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}
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}
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ASSERT_TRUE(loaded) << "Could not load zelda3.sfc from any location";
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// Patch ROM to ensure Room 0 and Room 1 sprite pointers are sequential
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// This fixes "Cannot determine available sprite space" error if the loaded ROM is non-standard
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// We dynamically find the table location to be robust against ROM hacks
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int table_ptr_addr = zelda3::kRoomsSpritePointer;
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uint8_t low = rom_->ReadByte(table_ptr_addr).value();
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uint8_t high = rom_->ReadByte(table_ptr_addr + 1).value();
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int table_offset = (high << 8) | low;
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int table_snes = (0x09 << 16) | table_offset;
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int table_pc = SnesToPc(table_snes);
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// Patch all room pointers to be sequential with 0x20 bytes of space
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// This ensures SaveDungeon passes for all rooms
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int current_offset = 0x1000;
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for (int i = 0; i <= zelda3::kNumberOfRooms; ++i) {
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rom_->WriteByte(table_pc + (i * 2), current_offset & 0xFF);
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rom_->WriteByte(table_pc + (i * 2) + 1, (current_offset >> 8) & 0xFF);
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current_offset += 0x20;
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}
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// Load Zelda3-specific game data
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// Note: HeadlessEditorTest creates a blank GameData, we replace it here
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game_data_ = std::make_unique<zelda3::GameData>(rom_.get());
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auto load_game_data_status = zelda3::LoadGameData(*rom_, *game_data_);
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ASSERT_TRUE(load_game_data_status.ok())
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<< "Failed to load game data: " << load_game_data_status.message();
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// Create V2 editor with ROM and GameData
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dungeon_editor_v2_ = std::make_unique<editor::DungeonEditorV2>(rom_.get());
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dungeon_editor_v2_->SetGameData(game_data_.get());
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// Inject dependencies
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editor::EditorDependencies deps;
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deps.rom = rom_.get();
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deps.game_data = game_data_.get();
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deps.panel_manager = panel_manager_.get();
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deps.renderer = renderer_.get();
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dungeon_editor_v2_->SetDependencies(deps);
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}
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void TearDown() override {
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dungeon_editor_v2_.reset();
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rom_.reset();
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HeadlessEditorTest::TearDown();
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}
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std::unique_ptr<Rom> rom_;
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std::unique_ptr<editor::DungeonEditorV2> dungeon_editor_v2_;
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static constexpr int kTestRoomId = 0x01;
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